Changing the in-game font size Last edited 4 months ago2024-07-22 11:13:23 UTC

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GoldSource utilizes several ways to draw the text on the screen in-game. Aside VGUI there're two options: By default the fonts are quite small for the modern screen sizes. So let's enlarge them for your mod.

Custom TrackerScheme.res

Go to your Half-Life folder and copy platform/resource/TrackerScheme.res file to the <your-mod>/resource directory (replacing your-mod with your mod directory). Open the file in any text editor. The format of TrackerScheme.res is quite simple - named sections with subsections between { and } characters.

Changing non-transparent font

Find the "EngineFont" section - it describes the font used for non-transparent texts. Here you can see several numbered entries like this:
"1"
{
    "name"        "Verdana"
    "tall"        "12"
    "weight"    "600"
    "yres"    "480 599"
    "dropshadow"    "1"
}
"2"
{
    "name"        "Verdana"
    "tall"        "13"
    "weight"    "600"
    "yres"    "600 767"
    "dropshadow"    "1"
}
"3"
{
    "name"        "Verdana"
    "tall"        "14"
    "weight"    "600"
    "yres"    "768 1023"
    "dropshadow"    "1"
}
"4"
{
    "name"        "Verdana"
    "tall"        "20"
    "weight"    "600"
    "yres"    "1024 1199"
    "dropshadow"    "1"
}
The "yres" property tells the min and max height resolution the specified font will be used for. E.g. if you have a 1920x1080 screen and run Half-Life in fullscreen mode, the section 4 will be used because 1080 is in the [1024, 1199] boundaries. The "tall" property defines the font size. Increase the number, start the game and type in chat. Change the size accordingly for all resolutions. You can also change the font type by changing the "name" entry. For example, change "Verdana" to "Trebuchet".

It's possible to add new sections with different different "yres" boundaries - just keep the numbers for more entries in order (add "5", "6", "7", etc.)

Changing additive font

Additive font is controlled by "Legacy_CreditsFont" section. The format is the same as for "EngineFont", but unlike "EngineFont" it defines only one entry by default thus making the text have the same size on all resolutions. This is not good! Let's put more entries and adjust sizes for different resolutions. Example:
"1"
{
    "name"        "Trebuchet MS"
    "tall"        "20"
    "weight"    "700"
    "antialias"    "1"
    "yres"    "1 767"
}
"2"
{
    "name"        "Trebuchet MS"
    "tall"        "22"
    "weight"    "700"
    "antialias"    "1"
    "yres"    "768 1023"
}
"3"
{
    "name"        "Trebuchet MS"
    "tall"        "30"
    "weight"    "700"
    "antialias"    "1"
    "yres"    "1024 1199"
}
"4"
{
    "name"        "Trebuchet MS"
    "tall"        "36"
    "weight"    "700"
    "antialias"    "1"
    "yres"    "1200 1439"
}
"5"
{
    "name"        "Trebuchet MS"
    "tall"        "48"
    "weight"    "700"
    "antialias"    "1"
    "yres"    "1440 2559"
}
"6"
{
    "name"        "Trebuchet MS"
    "tall"        "60"
    "weight"    "700"
    "antialias"    "1"
    "yres"    "2560 6000"
}
Now start the game and load some map that shows a chapter title or credits (e.g. c1a0) and see the nice font size appropriate for your resolution.

Screenshots

These are taken on 1920x1080 resolution with font sizes exagarrated for demonstration purposes.
User posted image
User posted image

1 Comment

Commented 2 months ago2024-09-09 06:29:29 UTC Comment #106378
TODO:
  1. Custom fonts
  2. Console fonts

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